Skellan's Enemy Within

Barlin "Grimbane" Duraksson

Description:

Has a Grudge against the Elf Mortellis, due to shaming of him in front of the city watch in Middleheim when he mentioned to them that the party were the ones that took down the beast, not just him as he was the one that handed it in.

Bio:

Born in Zhufbar to a family of engineers, Barlin “Grimbane” Duraksson was a mischievous child, playing practical jokes on people, his experience watching his parents work taught him how to craft simple traps. So he created and set joke traps. His parents were having to apologise so much that they despaired of their son. As he grew older, dwarven pride and honor took over and to save his parents from further embarressment he focused on his schooling, but his humour was still felt.

From his time at school, his reading skills let him read about the world beyond Zhufbar, and he wanted to explore this new world. He had heard of the human engineering school in Nuln and a thought came to him of starting a trade route between Zhufbar and Nuln, but first he should get to know the land between those two places. So he hired himself into a coach firm to observe the world, without the world noticing him.

Now many years later, he has found himself in Averhiem. Working for Fredrich Von Kaufman who is an important merchant in Averland. He is the majority shareholder in the Red Arrow Coaching Company, for which I found employment as a coachman, mostly working the Averheim to Nuln road. While Von Kaufman is your employer, his right hand man, Curd Weiss is the person with whom you have dealing on a day to day basis.

As it is now winter, there are fewer chartered coaches travelling the Nuln to Averheim road, and Curd has asked if you would do a special task for him. Gravin Clothhilde von Alptraum, an important member of the Averland nobility will be traveling to her estate at Heinzstadt, near Heideck. This is not a long journey and a coach should be able to get to her estate and back to Averheim in a day.
As you are one of his most trusted and hardy employees, Curd has asked if you would take the place of the coachman for this journey.

Started out as a coachman for the Red Arrow Coaching line, has now been enrolled in a political investigation, involving Skaven, chaos forces and warpstone.

Due to rivalry with a wood elf in the party, has started to design a weapon, a gun to show the superior marksmanship of the dwarves.

Race

Region

Gender

Age

Dwarf

Zhufbar

Male

?

Careers

Completed

Coachman

Completed

Engineer

Completed

Dwarf Master Engineer

In progress

Total Experience

Advances Spent

30

30

Conservative Stance

Reckless Stance

3

2

Characteristics

Level

Fortune

Strength

3

0

Toughness

4

1

Agility

4

1

Intelligence

3

1

Willpower

3

0

Fellowship

3

0

Basic Skills

Char.

Training Level

Athletics

St

0

Ballistic Skill

Ag

1

Coordination

Ag

2

Intimidate

St

0

Resilience

To

1

Ride

Ag

1

Skulduggery

Ag

0

Stealth

Ag

0

Weapon Skill

St

0

Charm

Fel

0

Discipline

WP

0

First Aid

Int

0

Folklore

Int

0

Guile

Fel

0

Intuition

Int

0

Leadership

Fel

0

Nature Lore

Int

0

Observation

Int

0

Advanced Skills

Char.

Training Level

Education

Int

0

Dwarf Engineering

Int

2

Animal Handling

Fel

1

Tradecraft

???

1

Specializations

Char.

Calm Animal

Animal Handling/Fel

Knots and Ropework

Coordination/Agi

Wagons

Ride/Agi

Resist Disease

Resilence/Tou

Skaven Lore

Folklorel/Int

BlackPowder

Dwarf Engineering/Int

Blackpowder

Tradescraft/Int

Talent Cards

Type

Detail

Great Sense of Humour

Reputation

Well-Traveled

Reputation

I’ll Sleep When I’m Dead

Tactic

Cartridge

Invention

+ 1 Fortune DIce & +1 CR

Measure Twice, Cut Once

Focus

On a Pause 2 boons are added to pool

Action Cards

Type

Detail

Improved Dodge

Field Repairs

Acrobatic Strike

Mechanical Precision

Inescapable Shot

Invention Cartridge

Other Abilities

Type

Detail

Grudge

Racial

A Zhufbar dwarf gains a Fortune Dice to all Melee Attack and Ranged Attack actions against Greenskins, and against any target that has wounded him. This bonus lasts until the end of the encounter

Sturdy

Racial

A Zhufbar dwarf adds 5 to his encum­brance limit

Night Vision

Racial

Two fewer Misfortune dice are added to a dwarf ’s dice pool for any effects from dark­ness or lack of sufficient light